How to make a shooter
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Post by How to make a shooter on Feb 22, 2010 13:53:20 GMT
Guys, I'm wondering how to make one of those shooters with "env_shooter", ive seen some in minigame-maps, but when I try to make one myself, the model that I picked to shoot out, just stands still... see? I made a gun out of brushes, and put the Env_Shooter out where the projectile should come out, and I made a button to launch it, but when the button is pressed, the object just spawns and stands still... I want it to go in a direction. Hooooow? Also make it to take damage?
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Post by Zeph on Feb 22, 2010 15:53:08 GMT
Dear "How to make a shooter"
Please learn how to make a topic post. The field known as "name" is for an alias or name we can use to talk to you.
Regarding your topic of the same title as your so called 'name':
m_flVelocity <float> Gib Velocity - Speed of the fired gibs. Make sure this is non-zero (try '100' and then adjust to suit).
angles <angles> Gib Direction (Pitch Yaw Roll) - The direction the gibs will fly. Make sure this is away from your 'gun'.
By 'Take Damage' do you mean you want the gibs to be destroyable? or the gun to be destroyable? or for the projectiles to hurt you if you get hit by them? I'm guessing the last one. I doubt it's possible directly. One would suggest spawning your Entity with a point_template, and using a trigger_push with a speed like 5000 with the flag "Physics Objects" and/or "Physics Debris" ticked so it does not affect players.
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Post by Peetyland on Feb 22, 2010 17:11:52 GMT
I'm so sorry... I thought I choosed the Stay Logged in as "Forever" last time I logged in, but It seems like not, so I thought "Name" was name of topic or something... But I'm logged in now, so yeah.
Thanks for replying. Yes I ment that the projectile would hurt a player if he hit it. I also have another question; My gun is staying completely still. So what if I could make it go to left or right? Do I need to use the thruster things?
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Post by Zeph on Feb 22, 2010 22:33:21 GMT
what game is this for Peety?
Gibs i don't think can hurt players when shot from a shooter (directly). You'll have to 'launch' a physbox brush-entity via a trigger push with a high speed (Spawned by point_template). Physboxes do hurt players then they collide.
The other way to do it is to add a trigger hurt in the same location(s) as the projectile path, and turn this on and off quickly when it fires, to "fake" the damage.
What gibs are you trying to fire? Does this gun move? Does it have to be a 'shooter' or could it be just a 'gun' ?
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Post by Peetyland on Feb 23, 2010 0:09:09 GMT
It's for CS:S Your idea of the physbox lauch thing is good, I think i might use it if it's ok for you if I steal your idea? -I'm firing the combine ball, and a small bullet. -The gun don't move, but I want it to. -I just made something out of brushes which kinda looks like a standing minigun, if you know. And oh, now I get the "The system cannot find the file specified" or something, which makes me unable to play on my map...
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Post by Zeph on Feb 23, 2010 0:44:48 GMT
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Post by Peetyland on Feb 23, 2010 13:16:41 GMT
** Executing... ** Command: "c:\program files\steam\steamapps\peetyland\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\peetyland\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun" Valve Software - vbsp.exe (Dec 11 2006) 3 threads materialPath: c:\program files\steam\steamapps\peetyland\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun.vmf Brush 740: FloatPlane: bad normal Side 1 Texture: DEV/DEV_MEASUREGENERIC18 ** Executing... ** Command: "c:\program files\steam\steamapps\peetyland\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\peetyland\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 3 threads reading c:\program files\steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun.bsp Error opening c:\program files\steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun.bsp ** Executing... ** Command: "c:\program files\steam\steamapps\peetyland\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\peetyland\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 3 threads [Reading texlights from 'lights.rad'] [18 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun.bsp Error opening c:\program files\steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\peetyland\sourcesdk_content\cstrike\mapsrc\cs_gun.bsp" "c:\program files\steam\steamapps\peetyland\counter-strike source\cstrike\maps\cs_gun.bsp" The command failed. Windows reported the error: "Systemet finner ikke angitt fil." Thanks for the link, I'll give it a shot
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Post by Zeph on Feb 23, 2010 14:21:48 GMT
Brush 740: FloatPlane: bad normal Side 1 Texture: DEV/DEV_MEASUREGENERIC18
Ctrl+Shift+G, type in "740". It probably has two faces in the same plane. Delete and remake.
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Post by Peetyland on Feb 23, 2010 15:49:26 GMT
Wow nice, it works now It was a cylinder that was kinda messed up. Buuuuut now I have another problem... It's not very big, but I was making a room with furniture and stuff, and then I wanted the room to get filled with water, so I made a water brush and tied it to 'func_water_analog' but there wasn't the move direction things and stuff, and then I discovered that the 'func_movelinear' and 'func_water_analog' kinda swapped, so the func_movelinear has the options that func_water_analog has, and vice verca.. see? So I used the func_movelinear to move the water, but it doesn't have the water effect, you can't swim in it... which kinda makes it all pointless to have the water there at all.
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Post by Zeph on Feb 23, 2010 17:19:11 GMT
Water needs to be a WORLD BRUSH (not entity) with the TOP side as water and ALL OTHER (5) sides as NODRAW
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Post by Peetyland on Feb 23, 2010 20:40:33 GMT
I do that, but how can I make the room slowly get filled with water and still be able to swim in it?
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Post by Zeph on Feb 23, 2010 23:15:06 GMT
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Post by Peetyland on Feb 24, 2010 0:55:13 GMT
But thats my problem, take a look at this picture img297.imageshack.us/img297/1246/saltt.jpgI think they kinda swapped, and now when I use the Func_Movelinear instead, since I can't use the Func_Water_Analog, it doesn't make it to water... It's like a non-solid brush with water texture floating upwards which you can't swim in.
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Post by therealguymins on Feb 24, 2010 4:15:02 GMT
But thats my problem, take a look at this picture img297.imageshack.us/img297/1246/saltt.jpgI think they kinda swapped, and now when I use the Func_Movelinear instead, since I can't use the Func_Water_Analog, it doesn't make it to water... It's like a non-solid brush with water texture floating upwards which you can't swim in. Use a Func_water_analog for the water, and have a func_movelinear under it. parent the func_water_analog to the func_movelinear, and make the func_movelinear move up. The water will now rise. make sure the func_movelinear doesn't go up too high or the water will go above you and be very awkward. Hope this helped.
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Post by Peetyland on Feb 24, 2010 15:59:21 GMT
Yay, thanks
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